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Hunter Class Update and Combat Tutorial

Welcome to all the new players! It’s been awesome seeing so many new sinners dive into Mortal Sin lately. I truly appreciate all the feedback — and I want to take a moment to address some of the common issues I’ve seen mentioned.



I’ve seen a lot of feedback from players confused about the combo system, so I’ve made improvements to the onboarding process to help new players get up to speed. This new combo tutorial is the only hand-holding you’re gonna get — so pay attention! It covers the essentials: auto combos, manual combos, parrying, and more. Most of it only triggers once, though some classes have their own unique manual combo tutorials that will appear separately.



I’ve seen ongoing feedback about the Hunter class — mainly confusion around his ability spam and awkward interaction with auto combos. While his design was unique, it often felt strange to play and was secretly overpowered and hard to balance. At this late stage of development, I’m trying to avoid major or controversial systemic changes — but Hunter was a clear outlier that needed to be smoothed out.

This update brings him more in line with the rest of the roster, with a more intuitive combo flow and normalized ability durations and cooldowns. His rapid-fire pokes are now baked into his basic attack, and you can branch into a kick combo or bash combo to chain from a whirlwind into a freezing stab.

Vanish has been reworked into a proper escape tool — it now prevents enemies from targeting you while you reposition, and opens up two distinct ability combo paths:

Shadow Step – lets you dash quickly and reset the Vanish cooldown

Pounce – "cashes in" Vanish for a powerful, explosive strike

The core idea behind Hunter remains the same — smart positioning, mobility, and ranged control — but it should now feel more streamlined and strategic to execute.

I hope you’ll give this slightly new take on Hunter a fair shot. If you have any feedback specific to the rework, I’d love to hear it — feel free to drop your thoughts on the forums or Discord.

Content
  • Added a new combo attribute: Hit Cancel — lets you cancel into the next attack even when repeating the same move. Currently exclusive to the Hunter class, but may be added to others in the future
  • Reworked the Hunter class to have a smoother, more cohesive combo flow in line with other classes.
  • Added a new hands-on Combat Tutorial — when you first pass by Divino, you'll be pulled into a brief rundown of basics like auto combos, manual combos, and parries. This only triggers once, though some classes have their own additional manual combo tutorials
  • Added a Quest Popup Tutorial that appears once when you have new quests available in the progress screen


Balance
  • Increased Hunter's Vanish duration and cooldown. It now makes you invisible again, helping you escape tight situations


Polish
  • Corrected various typos and tweaked wording across multiple text entries
  • Improved visibility of the Color Palette menu in visual settings — now with a subtle tween animation to help it stand out
  • Improved visibility of available quests on the progress screen — now with a subtle tween animation to help it stand out
  • Changed the intro story continue key from "Attack" to "Use" to avoid awkward swings when closing the story text
  • Mouse hotkeys (left, right, and middle click) now display as icons in the UI instead of plain text


Bugs
  • Fixed a bug where the pinned combo UI would reset its position every time you started a new game
  • Fixed a bug where Scares weren't dealing any damage to the player (hotfixed on 5/20)
  • Fixed the Game Over screen UI being misaligned on ultrawide monitors
  • Fixed a bug where placeholder story text would briefly appear after completing a run


Mortal Sin is getting closer to its 1.0 release, and in the coming updates, I’m focusing on making combat feel even better, expanding Helena’s quest system, and expanding the final area for a stronger finish.

If you’ve been enjoying the game, please consider leaving a Steam review — it genuinely helps a lot. And as always, the best place to share your thoughts or feedback is on Discord: discord.gg/aHHjvWHKzg



P.S. If you run into a bug, please consider stopping by the Discord and posting your player log — I can’t do much without it! Instructions on where to find it are pinned in the bug-reporting forum.